namespace Table.DataModel
{
    public class TableBuffView
    {
        /// <summary>
        ///id
        /// </summary>
        public int BuffViewId;
        /// <summary>
        ///对应BuffId
        /// </summary>
        public int BuffId;
        /// <summary>
        ///是否在图鉴中显示
        /// </summary>
        public int IsShowInManual;
        /// <summary>
        ///瞬时BUFF时，是否忽略显示
        /// </summary>
        public int IsIgonreWhenImmediately;
        /// <summary>
        ///Buff图标
        /// </summary>
        public string BuffIcon;
        /// <summary>
        ///Buff名
        /// </summary>
        public string BuffName;
        /// <summary>
        ///Buff描述
        /// </summary>
        public string BuffDesc;
        /// <summary>
        ///上Buff期望展示时间（会与其他配置一起，作为一个参考值）
        /// </summary>
        public double PreferViewDuration;
        /// <summary>
        ///下Buff期望展示时间（会与其他配置一起，作为一个参考值）
        /// </summary>
        public double PreferViewOffDuration;
        /// <summary>
        ///是否是护盾BUFF
        /// </summary>
        public int IsShield;
        /// <summary>
        ///是否眩晕
        /// </summary>
        public int IsDizzy;
        /// <summary>
        ///是否会叠加
        /// </summary>
        public int IsGroup;
        /// <summary>
        ///叠加最多层数
        /// </summary>
        public int GroupMaxNum;
        /// <summary>
        ///叠加时的BUFFId
        /// </summary>
        public int[] GroupBuffParticleId;
        /// <summary>
        ///
        /// </summary>
        public int GroupBuffParticleType;
        /// <summary>
        ///
        /// </summary>
        public string GroupBuffParticleBoneName;
        /// <summary>
        ///
        /// </summary>
        public string GroupBuffParticleOffset;
        /// <summary>
        ///Buff特效Id
        /// </summary>
        public int[] BuffParticle;
        /// <summary>
        ///Buff特效类型 0-持续存在 1-上Buff时 2-下Buff时 3-Buff生效时
        /// </summary>
        public int[] BuffParticleType;
        /// <summary>
        ///特效类型--参考HitParticle 0-世界相对 1-人相对 2-我方阵营相对 3-敌方阵营相对
        /// </summary>
        public int[] ParticleType;
        /// <summary>
        ///Buff挂载点 roota--以root往上身高 rootb--以root往下身高一半 buffa--Bip001 HeadNub     buffb--Bip001 Spine
        /// </summary>
        public string[] BuffParticleBoneName;
        /// <summary>
        ///Buff偏移
        /// </summary>
        public string[] BuffOffset;
        /// <summary>
        ///是否变身
        /// </summary>
        public int IsTransfigure;
        /// <summary>
        ///变身模型Id
        /// </summary>
        public int TransferTargetModelId;
        /// <summary>
        ///换材质，对应MaterialTrans表
        /// </summary>
        public string[] MaterialTransInfo;
        /// <summary>
        ///是否换皮
        /// </summary>
        public int IsSkinTrans;
        /// <summary>
        ///生效的皮
        /// </summary>
        public int[] SkinTransOn;
        /// <summary>
        ///失效的皮
        /// </summary>
        public int[] SkinTransOff;
        /// <summary>
        ///是否是沉默
        /// </summary>
        public int IsSlience;
        /// <summary>
        ///沉默的技能类型
        /// </summary>
        public int[] SlienceSkillClass;
        /// <summary>
        ///沉默的技能Index
        /// </summary>
        public int[] SlienceSkillIndex;
        /// <summary>
        ///是否透明
        /// </summary>
        public int IsModelTransparent;
        /// <summary>
        ///透明过程时间
        /// </summary>
        public double ModelTransparentDuration;
        /// <summary>
        ///骰子BUFF
        /// </summary>
        public int DiceNumBuffParticle;
        /// <summary>
        ///骰子BUFF
        /// </summary>
        public int DiceNumBuffParticleType;
        /// <summary>
        ///骰子BUFF
        /// </summary>
        public int DiceNumParticleType;
        /// <summary>
        ///骰子BUFF
        /// </summary>
        public string DiceNumBuffParticleBoneName;
        /// <summary>
        ///骰子BUFF
        /// </summary>
        public string DiceNumBuffOffset;
        /// <summary>
        ///下BUFF时的特殊展示 dropdown-砸回来
        /// </summary>
        public string BuffOffViewInfo;
        /// <summary>
        ///BUFF时，会改变被击特效
        /// </summary>
        public int ChangeHitParticleId;
        /// <summary>
        ///
        /// </summary>
        public int ChangeHitParticleType;
        /// <summary>
        ///
        /// </summary>
        public string ChangeHitParticleBone;
        /// <summary>
        ///
        /// </summary>
        public string ChangeHitParticleOffset;
        /// <summary>
        ///是否是 复活BUFF
        /// </summary>
        public int IsRevive;
        /// <summary>
        ///
        /// </summary>
        public string TipWord;
        /// <summary>
        ///
        /// </summary>
        public string TipWordSize;
        /// <summary>
        ///是否有位移
        /// </summary>
        public int IsTransferPosition;
        /// <summary>
        ///
        /// </summary>
        public int[] TransferParticle;
        /// <summary>
        ///
        /// </summary>
        public string[] TransferParticleBone;
        /// <summary>
        ///是否是混乱BUFF
        /// </summary>
        public int IsChaos;
        /// <summary>
        ///是否回避各种受击效果
        /// </summary>
        public int IsCancelHitView;
        /// <summary>
        ///回避的选取规则
        /// </summary>
        public int[] CancelHitViewSelectMutiRule;
        /// <summary>
        ///上Buff动作
        /// </summary>
        public string BuffOnAniName;
        /// <summary>
        ///
        /// </summary>
        public string BuffOnAniArgs;
        /// <summary>
        ///下Buff动作
        /// </summary>
        public string BuffOffAniName;
        /// <summary>
        ///
        /// </summary>
        public string BuffOffAniArgs;
        /// <summary>
        ///
        /// </summary>
        public string BuffLastAniName;
        /// <summary>
        ///持续动作参数
        /// </summary>
        public string BuffLastAniConfigure;
        /// <summary>
        ///状态动作名
        /// </summary>
        public string DizzyState;
        /// <summary>
        ///透明度，对应前面transparent字段
        /// </summary>
        public float TransparentValue;
        /// <summary>
        ///Buff生效时动作
        /// </summary>
        public string BuffEffectAniName;
        /// <summary>
        ///
        /// </summary>
        public string BuffEffectAniArgs;
        /// <summary>
        ///改变受击动作
        /// </summary>
        public string ChangeHitAniName;
        /// <summary>
        ///Buff生效时机
        /// </summary>
        public int BuffEffectTimer;
        /// <summary>
        ///Buff生效时机参数
        /// </summary>
        public string BuffEffectTimerArgs;
        /// <summary>
        ///背后灵
        /// </summary>
        public int BuffSummonId;
        /// <summary>
        ///特写特效id
        /// </summary>
        public int BuffFeatureEffectId;
    }
}
